That's a good thing. For example, a few times I thought "Hey, they want me to use the "first strike" granted by the "slow" debuff, while they have never explained me what "slow" means". So, It is nice to see that these gaps are meant to be filled.

I'd say that an overhaul of how puzzles are presented would go a long way in helping players find and attempt them.

At the moment they are a relatively unordered list with little explanation on how they are supposed to be tackled. A few pointers, or forcing players to finish simple puzzles before they tackle harder ones, could help with this.

I'd also like to see rewards for individual puzzle completion rather than whole sets. Nothing worse than getting stuck on the last one and being forced to miss out on a reward.

As for rewards being on individual puzzles, I don't know. For gold yes, but for items? I think that would still have to be an overall award. Also, you're right that the list definately needs organizing. It also might be worth adding a button that organized it complete and incomplete.

The Avatar wrote:Good read, agree with what you put up there. I know it's probably to late (what with the artwork already drawn), but I think it would make more sense to call the building the academy.

Avatar has a good point there, I don't think the art would be a problem either, it just means it's an academy with an awesome telescope, some have those.

As for the puzzle changes, I'm very happy about the direction they are going in.

It might also be a good idea to have a quest or two that requires you to have completed a certain number of puzzles or something, so there's something to force players down there when they wouldn't normally think to do so

As far as raw presentation is concerned, that'll be worked on along with all the other Kingdom screen interface changes.

Bloggorus wrote:At the moment they are a relatively unordered list with little explanation on how they are supposed to be tackled. A few pointers, or forcing players to finish simple puzzles before they tackle harder ones, could help with this.

The new Glyph pack is designed to come in waaaay before any of the others (even earlier than halfling / gnomes), and this is the simpler base which we're building from (though some of the puzzles are only added later, once you've unlocked the required glyph).

Although it talks about glyphs primarily, it tries to build on other foundation skills like mid-fight levelups, regeneration battles and higher-level XP kills. Hint signs are also more explicit and appear much earlier.

Four more puzzles are being added to the pack this week. I feel that they may be more difficult than the others (so perhaps that's a bit iffy) but they're also oriented around the class-specific glyphs, so ...

I'm liking the glyph puzzles... seems like a really good way to introduce players to new strategies or more obscure things that may go unnoticed otherwise. For example, I had no idea you could cast Imawal on empty space! How long has this been going on for?